Categories talk
2 years ago
France

This is the thread dedicated to DCT's categories. Adding and removing them, their rules... This is merely a simple post presenting the thread. For actual subject matters, read what's below.

France

This current post is about adding a new category for the game : all stages. It has been requested by a couple players due to a general weariness of any%. As it implies, one would have to collect every sun stones in order to unlock the extra stages. Which means completely different routing than any%.

Here would be its rules :

" Beat all the stages the game has to offer.

Timing rules :

  • Timing starts upon the first frame of the fade-down process that applies to the screen after creating a new game.

  • Timing ends on the frame that the "vision clear" text of the last remaining extra has reached its final position on the screen. "

About this last line, we had made a poll about our stance on stage play order : https://strawpoll.com/polls/GJn4GRbpXyz Although our sample size is small (we should have opened this discussion earlier with the poll, mistakes were made), the results are unanimous : people favor freedom of choice over the played stages. This will allow custom order of the extra stages to be played (potentially begin with the hardest one first, Ex 4), but also strategies to save some time in the world map movement and level scrolling. Unfortunately, the time limit (which was up to wednesday 23th) apparently didn't apply or something, and anyone can still input results. So, here's a link of the results 90 minutes exactly after the due date for recording purpose : https://imgur.com/a/BLLT7se

I'll add the category as it is for now, and will update it later if I forgot some detail, or if there's something people want changed.

Edited by the author 2 years ago
Dog_In_Da_Grass likes this
France

After a bit of discussion in the server, two categories have been designed : all dreamstones and all S ranks.

  • all dreamstones is getting all gems at once in a stage, for all of the stages, including the extras which you thus need to unlock.

Run begins like any%, and would end on the first frame that the final unlocked picture is being fully shown on-screen with Klonoa dialogue.

  • all S ranks. Perfect play, all collectibles in all stages, no damage and screen retries. The ultimate 100% experience.

Run begins like any%. Since you unlock the Gallery by doing this, we have the run end on the first frame that the Gallery icon appears on the world map. Which immediately happens after getting the last S rank, because you’re automatically being brought to the world map to see it unlock.

Much like before, I will push these forward, and make corrections if I or you notice any oversights.

Edited by the author 1 year ago
France

A new and huge trick for the game has been found, and it may impact the leaderboard :

The video (courtesy of Tompa - and NOT Tomba) explains most of what there is to know about it, but I’ll still summarize it here very quickly.

Right before any stage / boss ends and loads out, if you pause at a very specific frame, and choose to return to the map screen, the "instance" will be considered beaten and you will instantly warp to the map. As in, you fully skip the stat screen, artwork unlock screen, and stage unlock animation in the world map. Saving tremendous time across the run if you do it everywhere you can. And dreamstones are saved.

However, and as you may have guessed, this trick compromises the timing definition of the all dreamstones category. As the end of which is timed upon the first frame of the cutscene of the final unlockable artwork gets played : https: //youtu.be/f4krtF8dA6k?t=11804

Although it would be a crazy unlikely scenario, this trick could accidentally be used to entirely skip over the end point of the run. And honestly, I’m wondering if it’s even reasonable that I’m bothering about this.

But, if we were to change this end point, then perhaps a working replacement could simply be to push the end of the run to the first frame of the world map displaying, after getting out of the last extra stage. A "flash" white frame, as such : https: //youtu.be/f4krtF8dA6k?t=11810

Or, just like in all stages, make it so we end the run when the "vision clear" text reaches its final position. Which would make for more consistent rules. https: //youtu.be/f4krtF8dA6k?t=11798

Thankfully, no runs have been submitted for this category, so we can change anything we want about it at will.

I'm still not sure if it's worth doing anything about it, as you'd have to either be trolling, or be dumbfoundedly unfortunate to have it happen. But if people are fine with the move, we may changing it to either of these (I personally favor the second option)

Edited by the author 6 months ago
South Carolina, USA

I think I'd prefer ending time on the last Vision clear stop. Might be a good practice for after the run if it is skipped, going back over and showing each vision does have 100% dreamstones

Balneor likes this
France

Okay, it's been 3 days. We're gonna change the end point of all dreamstones to that of :

"

  • Timing ends on the frame that the "vision clear" text has reached its final position on the screen, after completing the last remaining extra stage.

"

Which is the exact same to that of the all stages category.

It may be good practice to show the cutscene of the final unlockable artwork, as well as the dreamstone/stats on each stage on the world map. But it's nowhere necessary for run verification.